![]() |
gumball machine
1 Attachment(s)
http://iason.doxamusic.com/solegna/gumballs.jpg
anyone know a more efficient method of filling a gumball machine with gumballs? set up hardbody dynamics using motion designer perhaps? regards |
Very nice. That kind of refraction render takes me forever and a day.
Looks like you need more geometry on the base. |
you're right
1 Attachment(s)
you're absolutely right... i forgot to subpatch the base.
thanks. |
I really like this set up. Although its not something you would first consider as the most exciting of subjects, I do like the way you've done the texturing and lighting of it. Good old HDRI!
|
*drools over the nice render.* Is there any refraction on the glass? or is it just reflection?
|
voices3D is right: there's only reflection on the glass...
nice render though. I'm particularly impressed with the tiles material. Good work. |
now with refraction
1 Attachment(s)
there was no refraction in the previous images because it's simulating a perfect vacuum! j/k... :D
here's a render with some refraction. |
Cool!
I agree with philip about the textures, very nice! I especially like the red metal and tiles. |
What Refraction index do you use? i never get mine right.
|
as prescribed by philip
i used 1.5 refraction index for the glass and 1.003 for the air as prescribed in philip's jack daniel's bottle tutorial at liquid-arts.de
http://www.liquid-arts.de/ thanks philip! and thank you all for your feedback! |
wow.. very nice tile texture!!!
|
Well nobody has answered your question...I'm not so certain myself but possibly if you did use motion designer were you thinking of making a particle emitter then linking it to your gumball object? It would require self collision I suppose so they dont go through each other....hrmmm now you have me thinking let us know what you come up with.
|
motion designer approach
well, i think i have the motion designer approach working.
i originally thought i could use a particle emitter to generate the gumballs (fx_linker), but getting them to keep from going through each other wasn't working. then i realized i would have to select each gumball individually and activate it in motion designer one by one. (not fun!) so, instead i just arrayed a bunch of gumballs all on one layer getting them as close together as i could within the glass globe and in layout let motion designer (with a little help from gravity) put the gumballs on top of each other. here's a pic of a test i did... http://iason.doxamusic.com/solegna/md_test_01.jpg i'll post an updated pic of the gumball machine soon hopefully. hmmm... i wonder what motion designer would do with two objects (gumballs) that started out intersecting... more tests! |
Looks like it works for you, but I still think particles would be a faster and simpler way. In order to stop them from going into each other, just give the particles a particle size that is the same as the diameter of each gumball.
|
????
Kvaalen,
perhaps i misunderstood, but are you sure particles can detect collision with other particles? i haven't been able to figure that one out. please show me an example... an image, a tutorial, anything... thanks! |
All times are GMT. The time now is 05:49 AM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, vBulletin Solutions Inc.
SimplyLightWave.com 2011